my god, i have to take back my fight with papiomitis. please be as harsh as you need to! i dont get this? it seems like there are people that want to just turn this whole thing into an infomercial, hawking whatever they feel like. this thread is insane.
Hey Everyone, This is just a quick example of a project help that I have completed. The problem being that the crosshairs had to roam around throughout the screen & never leave. There was an issue of the crosshairs & lines actually being one big actor. So I couldn't simply apply minimum & maximum X&Y positions or make it collide with invisible "walls". Here is what the project started as, & then came out as
Hey DreamLab, The original project was made by SkyMaple but someone had bought it from him & had this problem that I had described ^^^ So he brought it to me & I fixed it for him. SkyMaple & I do almost all our services together now
DreamLab said: Im just curious, but isn't that skymaple's project?
Yup :P. I made it for a guy but english wasn't his native language so he tried to tell me the problem (that nextgen fixed) but I couldn't understand him.
I mean, thats nice and all but the fix seems simple. Just make the walls, instead of right outside the stage however far away the actors size was to achieve the desired effect.. I feel like that didn't make complete sense when I wrote it, but I meant was that all that was done was change the x and y coordinates of the walls.
I have looked at your games nextGen, and the truth is they do not look professional and I don't see why anyone would get help from you when you aren't able to produce anything yourself.
digleto said: I mean, thats nice and all but the fix seems simple. Just make the walls, instead of right outside the stage however far away the actors size was to achieve the desired effect.. I feel like that didn't make complete sense when I wrote it, but I meant was that all that was done was change the x and y coordinates of the walls.
I have looked at your games nextGen, and the truth is they do not look professional and I don't see why anyone would get help from you when you aren't able to produce anything yourself.
Exactly. The other people that have services have proven their ability with other projects, templates, ect. Its like a " I can't code my game, but I can code yours" kinda thing. Well thats how I see it. I don't mean to offend you nextgen, you aren't a bad dev at all, but having a help and game making service isn't at most people's level yet. You have to build your reputation through great games and projects and even experience.
Digleto, I understand your feelings, if you really want to know sadly my games were destroyed by the update a while ago & I cannot produce any updates. That is why I am keeping those select games free from now on as they do not nearly show my potential. I have been working on 2 very interesting projects, none of which are games. 1 being an entertainment app, & the other being an educational puzzle type app. Here's the thing with what you said before ^^^ I actually did not make walls far apart in fact the scene size stayed 480x320. I thought it out & came up with a plan - I took all movement out of the crosshairs, so nothing moved. Created an invisible actor, & placed it accordingly to the crosshair. Then I made the invisible square move with the accelerometer & keys & constrained the crosshairs position to it. Then the crosshair & lines appeared to be two different actors while if I did your strategy, I could not wrap the scene, which was a necessity for him & your way would involve long positional testing times. That's why I thought it right, & did it advanced
NextGen are providing a service to people like me who are new to GameSalad. There are simple things that sometimes looks complicated when you over think it and thats where NextGen come in and help.
I would like to work with NextGen for my next project
VeiraOne said: NextGen are providing a service to people like me who are new to GameSalad. There are simple things that sometimes looks complicated when you over think it and thats where NextGen come in and help.
I would like to work with NextGen for my next project
you sound like one of the fake actors in the lawyer commercials LOL
VeiraOne said: NextGen are providing a service to people like me who are new to GameSalad. There are simple things that sometimes looks complicated when you over think it and thats where NextGen come in and help.
I would like to work with NextGen for my next project
I just don't get why you guys are being so harsh to him? I mean if he fixes your problem then great, money well spent! But if he does not and you are not satisfied then he will refund you. Don't get it. Seems like a win win situation...
NextGenEntertainment said: The problem being that the crosshairs had to roam around throughout the screen & never leave. There was an issue of the crosshairs & lines actually being one big actor. So I couldn't simply apply minimum & maximum X&Y positions.
RH said: Out of curiosity, why couldn't you do this?
SOLUTION: I completed the task, but I did not complete it by simple X&Y Min&Max restrictions, as that would not allow for the lines and circle (1 actor) to move freely but to be actually not movable, as the actor size was around 320x480. What I did was took all movement away from the crosshair itself & "cut" the behaviors allowing for the crosshair to move & placed it in an invisible actor. I made the invisible actor the size of the actual circle part of the crosshair actor & constrained the crosshairs X&Y positions to this invisible actors position. Then I constrained the invisible actor to stay inside the scene.
FINISH PRODUCT: This solution allowed for a clean look of the crosshair moving via accelerometer, all around the scene freely, but never leaving the scene.
BAD WAY: If you would have placed invisible actors to collide, the crosshair (being 1 actor) would have CONSTANTLY bump off these walls & it would not allow you to control the game.
NextGenEntertainment said: I did not complete it by simple X&Y Min&Max restrictions, as that would not allow for the lines and circle (1 actor) to move freely but to be actually not movable, as the actor size was around 320x480.
Still don't get why a min/max wouldn't work/why it would make it not moveable and why the actor size would affect that. Ah well, just browsing I'm afraid and this made me think.
RH said: Still don't get why a min/max wouldn't work/why it would make it not moveable and why the actor size would affect that. Ah well, just browsing I'm afraid and this made me think.
cause he wasnt doing the min max correctly i bet hahaaha
JohnPapiomitis said: cause he wasnt doing the min max correctly i bet hahaaha
Haha no. It was because if I did a min&max very far from the scene, part of the image would not be shown on the scene. No reason to do corny jokes John, especially ones to put people down. Especially when your wrong
NextGen said: Haha no. It was because if I did a min&max very far from the scene, part of the image would not be shown on the scene. No reason to do corny jokes John, especially ones to put people down. Especially when your wrong
Enjoy your day, Matt
Because most of the time he is right. John knows his stuff.
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This is just a quick example of a project help that I have completed. The problem being that the crosshairs had to roam around throughout the screen & never leave. There was an issue of the crosshairs & lines actually being one big actor. So I couldn't simply apply minimum & maximum X&Y positions or make it collide with invisible "walls". Here is what the project started as, & then came out as
The original project was made by SkyMaple but someone had bought it from him & had this problem that I had described ^^^ So he brought it to me & I fixed it for him. SkyMaple & I do almost all our services together now
Matt
Matt
I feel like that didn't make complete sense when I wrote it, but I meant was that all that was done was change the x and y coordinates of the walls.
I have looked at your games nextGen, and the truth is they do not look professional and I don't see why anyone would get help from you when you aren't able to produce anything yourself.
Enjoy your day,
Matt
I would like to work with NextGen for my next project
Enjoy your day,
Matt
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actor the size of the actual circle part of the crosshair actor & constrained the crosshairs X&Y positions to this invisible actors position. Then I constrained the invisible actor to stay inside the scene.
FINISH PRODUCT: This solution allowed for a clean look of the crosshair moving via accelerometer, all around the scene freely, but never leaving the scene.
BAD WAY: If you would have placed invisible actors to collide, the crosshair (being 1 actor) would have CONSTANTLY bump off these walls & it would not allow you to control the game.
Matt
Enjoy your day,
Matt